99ae0d32e9
In these cases, we emit one variable per location, and so we must flatten stuff.
22 lines
641 B
GLSL
22 lines
641 B
GLSL
#version 450
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layout(location = 1, component = 0) out float A[2];
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layout(location = 1, component = 2) out vec2 B[2];
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layout(location = 0, component = 1) out float C[3];
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layout(location = 0, component = 3) out float D;
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layout(location = 1, component = 0) flat in float InA[2];
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layout(location = 1, component = 2) flat in vec2 InB[2];
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layout(location = 0, component = 1) flat in float InC[3];
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layout(location = 3, component = 1) sample in float InD;
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layout(location = 4, component = 2) noperspective in float InE;
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layout(location = 5, component = 3) centroid in float InF;
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void main()
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{
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A = InA;
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B = InB;
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C = InC;
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D = InD + InE + InF;
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}
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